Scorched Earth RHS Tree
Replace the roadblock with demolition capability, similar to the American Engineers, or British Commandos.
Scorched Earth RHS Tree
Replace the roadblock with demolition capability, similar to the American Engineers, or British Commandos.
I was drifting off to sleep when a suggestion popped into my head.
I would like to replace the V1 which is too slow, too weak (its a V1 with a Amatol filled warhead weighing 1,870 lb and it can not destroy a British truck.) and unreal (Pinpoint accuracy?) and replace it with a similar concept. A Junkers Ju 87 (Stuka) dive-bombing. This attack would work like a Arty strike without smoke and the player would place their yellow targeting circle like the V1, over what they wanted. Then there would be a few seconds of the Jericho Trumpet, the wailing siren (which like the v1 gives no indication of where it is going to hit) then bang one, two then a third bomb would be dropped. Each doing 300 damage being specially effective against British emplacements. Thus giving the Terror doc a bit more of a punch against the Brits. The cool down time would be slightly reduced (i think the V1 is a 120 seconds, so maybe 100 seconds minimum) and the cost should be increased to 200 muni.
http://www.youtube.com/watch?v=RVBO61qg-kc
First, this is a rough concept. Don't expect the examples I give below to be very thought-out, but they should give you an idea of what I'm thinking of.
In addition to the veterancy, what about medal awards? This would give rewards for units going through certain situations, and Relic can invent medals too. So, instead of receiving some generic veterancy (or not even that incase of the clone-trooper Wehrmacht armies), they get veterancy and awards.
Did your MG42 hold up an entire blob of Rangers which was going to flank your army, while it was busy with the British emplacements? it gets a medal, and this medal confers the unit a .10 accuracy bonus, or something like that. Then it gets upgraded should the unit go through a similar situation.
These awards are displayed in addition to veterancy when you scroll over the units. Stuff like sitting in a Trench for a prolonged amount of time would give the unit an affinity for trenches, and in return, Flammwerfer Pioneers that have killed enough Tommies while they were in Trenches will get the Trench Buster award. That 57mm which got to the rear of the Jagdpanther, put on AP rounds and destroyed it will get an award. That StuH which wiped out 5 emplacements, allowing you to regain the advantage, would get an award, and so on.
Originally Posted by SourSauerKraut
I clicked my jackboots together when I read your comment ..."Jawohl, Herr GermanSteel!!".
Limit of special infantry units.
-Rangers
-Airborne
-Commandos
-Stormtroopers
PLEASE fix the King tiger and Jagedpanther sounds. currently when their main gun fires it sounds like a soft low rumble. It SHOULD sound like BOOM! A massive blast that instills fear in your opponent, rightly representing the awe inspiring mass of steal power that it is! The regular tiger is much closer to the BOOM sound that I am looking for but even the regular tiger could use an upgrade in sound.
Think BOOM!
**US Airborne bombing run and strafing run were recently nerved pretty bad. They were just fine before the nerf, as it stands now they aren't worth the 150-250 ammo cost to use them. I wouldn't even use them if they cost 100ammo each.
(The bombing run needs to do more splash damage to evenly distribute its attack along the flight path. And the strafing run could use a tweak as well. I suggest just leaving it how it was pre-2.403.)
**Lower the cost of the Goliath to 75-100ammo from 125. Its just not used currently because of its steep cost. Make it viable!
**remove the ammo cost from the US MG nest. It makes no sense that it would cost fuel as no other faction has a fuel cost. This could be compensated for by using a higher manpower cost.
**considering other factions infantry start off with a grenade ability for free I would lower the cost of the US grenade upgrade. It should seriously be around 20 fuel. Not 40.
**The Wher and Lufttwaffe PE factions 88mm Flak and flakverlings are far to weak. They should be built as emplacements similar to the British, ie. a structure not a manned gun. They should be less susceptible to anti infantry attacks and only be destroyed when all the hit points are depleted. the same for the US 105mm arty emplacements. It would also be nice if we could transport AT guns, flak88's, flakverlings, and arty using halftracks.
**It would be nice if you could "garrison" a PaK or 57mm AT gun inside a bunker to make an AT bunker. Or just have the option to upgrade to an AT bunker.
I also want to say;
Next game should be about Russian Front (Stalingrad,Moscow,Kursk,Kharkov...etc.)
Then there should be a game about African Front
Also Battle of Bulge should be in one of the next games
If they think that there will be an end, it should be about to achieve one goal : Berlin
and 3 armies ( Americans, British, Russians) can be controlled at the final campaign to conquer Berlin...and a scene (like first game opening scene ''Omaha Beach'') about Russians get the flag up to the Reichstag...
Last edited by stormtrooper; 22nd Jun 08 at 11:05 PM.
My suggestion is to add the Russians because this will be the logical thing to do next. Imagine those T34 tanks... their basic rifleman should be 7-8 which will be cheap but poor-equipped. Japan didn't fight alongside Germans so it seems awkward but maybe on later expansions. The problem is what army to add to the axis, obviously the Italians are too small to made an impact. So the Relic should add "Axis Minor" group which includes germany's allies like Italians, Hungarians, Romanians, Croatians, Finns who actually fought the Russians. Some will be issued with similar tanks and weapons from the Germans w/c in reality happened. Now Russia and Axis Minor would make it very exciting.
The addition of aerial units like hawks and other planes would be interesting. Aside from the fact that you can already get air support through the artillery strike.
Make it so Axis can make TRENCHES. Im tired of Axis having less defensive capalbilities than Allies...
Allies-Australians, Russians
Axis- Italians, Japanese
Japanese Campaign-Invasion of New Guinea
Australians Campaign-Defense of New Guinea
Russians Campaign- Battle of Stalingrad
Italians Campaign- Battle's of Monte Cassino
No unit ideas![]()
Hope you put some or all of them in![]()
General Suggestions
Scuttling and Retreating
Vehicle crews should have the option to scuttle their vehicles (at a munitions cost) and retreat back to HQ, where they can requisition another vehicle at a reduced cost. For example, if you field a Panther, and whilst fighting two Shermans has a destroyed engine, a broken main gun and destroyed treads, if you clicked the "Scuttle & Retreat" button, the crew would jump out of the vehicle and start running back to HQ, whilst destroying the vehicle in the process. This could not be activated while the Panther was "Out of Control". In any case, the crew, now at base, could call in another Panther at, theoretically, 400 MP and 70 Fuel. Otherwise the crew is simply a highly vulnerable group of [x] soldiers.
Capturing Vehicles
Once a vehicle becomes severely damaged, it should have the status "Hull Exposed". At this point, grenades, sticky bombs, buttoning, flamethrowers, mortar & artillery fire, and even regular shells from tanks have a small chance of killing the crew inside, leaving the vehicle in a "capture-able" status, much like a de-manned Flakvierling or Flak 88. Capturing vehicles consumes 4-5 men, leaves the vehicle in the same severely damaged state (so it requires significant repair) and reduces outbound accuracy, and vehicle speed, whilst increasing reload and cooldown timers. This is because the controls inside the tank are in a different language. Of course, each side should be able to research "Enemy Language" so troops have a basic understanding of German // English, thus reducing the negative side effects of capturing a vehicle.
Last edited by SydniasWolff; 23rd Jun 08 at 8:40 AM.
2v2 regular automatch sugestions
I have become a regular automatch 2v2 player after I saw and disliked the way they did Arranged Teams. In fact many people have turned regular 2v2 auto into the version of arranged teams they wanted. There are a great many people clans and individuals matching up into teams by flooding a side of automatch or just trying to match counting bars I play vs teams regularly in 2v2 random most of the time and I have found out when these people play so I have the chance to get match with them as well which is sort of like arranged teams but not. I think you can see where I'm going with this but let me explain.
See sence 2v2 Arranged Teams has no way to show off rank like 1v1 and 2v2 people don't see to play it and also each new person you play with you have to start over in ranked, many of us 2v2 players hate that. Makes its such a waste of time and many don't play with the same person night after night so all we can do is try and match with people in regular 2v2 auto because of that reason. I know there are a great many that feel this way and I know people in low and high levels all doing this. This has been going on in 2v2 since the game was first released too. Also people are so sick of getting match with real nubs that don't have a clue so it makes people try to pair up with anyone who does have a clue even more. There are also the people who drophack their way through as a way to combat the system they hate and the bad matching of randoms. So with all this to consider here is my suggestion.
Relic please and I mean please! create a 2v2 matching system in which it operates like regular 1v1 and 2v2 such as no team ranks just individual ranks also so that it shows ranks like in 1v1 and 2v2 in the my stats section and in chat and lastly make it so I can chose who my partner is. I have talked to a few clans and many individuals that would love a system like this. There are a great number of people playing regular 2v2 auto and to ignore this group I think is a big mistake. Just today I saw 28 allies 21 axis and 14 randoms in 2v2 I never see those kind of numbers in 1v1.
To any relic developer who is reading this please post in here let me know what you think about this idea as well. I can even start a signed petition I have many who would sign it if need be.
Alternate key system... ideally a grid system so your keys would be close together instead of all around the keyboard. There was a mod for it that worked great in vanilla CoH (I think the mod continued development into OF, but when I tried it, it wasn't working well and I never bothered again).
Your main keys would be Q-R,A-F,and Z-V and would correspond to the grid location the ability is in (e.g. retreat would be R when the retreat ability is visible).
So your hand would just have to stay on the left side of the keyboard. I think T was tactical map, keys 1-3 correspond to the unit selection (tab-through) keys.
Also makes it easier to learn new factions.
Last edited by barcibus; 23rd Jun 08 at 10:11 AM.
Melee combat for soldiers, if they aproach too much, one of the guys, drop the gun, grab a knife, and the fun starts!
Also Bayonets will be funny too, i dont think if we can do this, maybe engine limitations.
Reverse mode for vehicles (maybe infantry too). Possibly using the middle mouse button to indicate you want the unit to move to that location in reverse.
Show vehicle max range whenever issuing fire or attack commands (like attack ground).
Last edited by barcibus; 23rd Jun 08 at 10:15 AM.
Change Bren carrier name to universal carrier and give it more upgrades:
http://en.wikipedia.org/wiki/Bren_carrier
look under variants for some different versions of the universal carrier
Can we have artillery fall the old way? It looked scary and awesome!
Now it looks like something coming from a catapult or something. Looks like a slow moving cruise missle. Ridiculous.
First for the next expansion, yes, I would suggest Italians and Russians
I feel another German faction would just make the game more imbalanced trying to match new panzers to proportional accuracy with Shermans and other Allied tanks.
Axis should receive more defensive options, mines should be placed individually and not in groups of 3 at a lesser cost. In addition dedicate mines to anti-personnel or vehicle (Also, explode even when crossed even by friendly units.)
Trenches should be able to be made in a linked and twistable form, capacity should hold what seems visibly and sanely possible, leaving elbow space like in the game Blitzkrieg. No standing on units =)
Some Axis tanks could use more upgrades (Tiger doesn't get to use smoke canisters, need some type of flame tank upgrade too, maybe add extra units into the game for each side and include the Flammenpanzer, halftracks are too weak and incapable at this point)
Have smoke canisters actually benefit tanks as well and not just infantry
Implement a line of sight element, enemies hiding behind hedges or buildings should be hidden and also unable to see you. (Again, use Blitzkrieg for example, if you see part of a unit it shows the entire unit, this is also an excellent chance to implement an ambush option)
Have pioneers/engineers/sappers be able to rig vehicles for ambush by adding pieces of the environment which makes the vehicle or weapon crew camouflaged when static in natural cover.
Give all vehicles a crew that is able to enter/exit at will. Make vehicles capturable and partially destroyable by the controlling crew (For instance, if a crew leaves a vehicle give them an ability for the vehicle to be partially destroyed so it can not be used by the enemy unless repaired)
The crew should be armed with basic weaponry like pistols, etc. and also receive a small self repair bonus when inside of a vehicle. Other units that are not dedicated to a vehicle that take it over should not get this bonus (Like a riflemen squad). Atleast make non-vehicle crews that capture vehicles less likely to perform at 100% the ability. (All Axis forces should perform at 100% at rank 3 vet)
Allow construction units to build bridges elsewhere on water and not just where the map puts them. Have this option purchaseable at the HQ for manpower and fuel. Building the bridge should also cost resources, and not just be another freebie like wire cutters or sandbags.
Give officers and other high ranking units the ability to use binoculars to see further in a SPECIFIC direction (Not EVERYWHERE!). Tank crew commanders should also receive this ability.
Allow other tanks to use canister rounds at the same cost as the Stuart, the axis have no quick counter to infantry spam like the canister round of the British
Overhaul the entire British defense network. Sandbags and a light overhead cloths should not keep emplacements alive when hit by V1s and tanks. If they did my anti tank gun that I surrounded with sandbags wouldn't be unmanned from all the artillery.
And seriously, crews in halftracks and mortar pits shouldn't be invincible to small arms fire. It takes a mortar pit to go all the way down to 1/10 health for the crew to finally die, even when fired upon with MP40's at point blank!
Every infantryman should die with 1 shot from a sniper rifle... no matter what..
In addition to the 1 shot kill, give Wehrmacht snipers their 2 shot fire at rank 3 again. They receive nothing to compete with the American sniper's outrageous cloaked speed.
All guns of the same type should have the same type of effect. Machine guns in halftracks, tanks, or armored cars aren't a hundredth of what they are in the actual game. An MG42 should be an MG42, a quick deadly killer, a MACHINE GUN. Not a peashooter. It honestly shouldn't be the piece of crap it is displayed as in the Scout Car and Infantry Halftrack, give those guns some firepower! And tanks for crying out loud! Those MGs are as bad as the 1 HP drain you receive from being around a hero in Warcraft, for crap's sake! They are absolutely useless, how those would have been continued in production during WW2 I have no idea! In Dawn of War you have THOSE MG infested tanks shooting at full capacity, what makes CoH tanks not as worthy? It's not going to imbalance the game, the Axis aren't the only tankers out there! The Jeep could do a lot more too!
EDIT: I kind of liked German Steel!'s idea of medals too, this could widely help with Wehrmacht veterancy issues with other players. As of now, if a sniper takes out 4 squads of rangers, you get nothing. But if YOU received a case of medals accessible through the HQ or something.. you could choose to reward it to one of your men.. although I am not sure if this could be exploited. Indeed, these medals should give small bonuses to stack up PROPERLY with Wehrmacht's purchaseable veterancy. Make it 2 max per unit and I think you have a good deal.
In addition, I would also like a reverse command for my tanks. I DISLIKE losing my armor to ATs because of useless AI wanting to turn tail and get to the destination quick.
Also make small weapons destructible.. I can't count how many times an MG has blocked one of my tanks on a bridge.. if they are planted (Manned or not) my tanks should be able to crush it (And the team even)
Also, consider giving more to the Wehrmacht officer so he's not sitting around as the house-maid all day. As of now Wehrmacht has little use for T3 and it gets depressing.
If you can, just get the tank camo as an upgrade. I don't know what I was thinking with the engineer non-sense. I personally would like to see more ambushing in this game, and also a bit more aircraft.
As of now the only faction with access to aircraft is the Americans (Excluding Panzer Elite, their aircraft is just stupid. That's just a bunch of birds flying overhead dropping rocks), and boy does it wreak havoc in online games. The Germans need aircraft, stukas, SOMETHING that can take apart a turtling enemy. The Germans WERE in possession of almost complete air superiority throughout the entire war, and even though CoH is set in the later portions it doesn't mean the Germans were without aircraft. I'd like to see ME262s zoom overhead with rockets or cannons that do the same amount of devastation as Allied aircraft does.
Last edited by Rognvaldi; 25th Jun 08 at 10:28 PM.
A suggestion from me is that if there will be russians and snowy maps you need to have with axis uniforms etc. and if you ahve an Desert ap desert uniforms.
1) add reverse to tanks
2) Make infantry avaible to jump obstacles
3) Snow maps, we need them
4) Add an axis defense focused army, like volkstrum, with pz2 and pz1 , and tech up via officers(and oficer in a 222, next in a panzer 2 and then in a Tiger for examle)
draje175: so, its imbalanced that a 5cp, 150 mun, never-use-again-cooldown ability can severly hurt turtling, which, even if your british, is a very bad idea?
It is vital, in my opinion, that the maps "Semois" and "Verrieres Ridge: No Bunkers" should, for Automatch, be replaced with their daytime/no rain counterparts. Currently, people with low-end computers simply have to drop from those maps because of the graphical effects - registering as a loss because they do not have a 8800 card. It's happened to me once and to an opponent once.
Automatch should be even ground for all players.
Sic dixit, at ad caelum tendens ardentia lumina frustra,
lumina, nam teneras arcebant uincula palmas.
Uh, limited 25 pounder, today, 10 of these cannons killed 4 entires HQ whiout making a soldier, only engineers for build these cannons.
Maybe 3 will be the limit, whit 2 you are dead.
#574
Spectator mode example
2v2 : 2 Allies slot with 1 spectator slot, 2 werh slot with 1 spectator slot
Spectators have the same fog of war as their teamates, they can use the tacticle map and choose/use doctrines for their teamates
make it so axis medic bunkers produce volks until a kriegsbarracks it up. then they can produce grenadiers.
also, allow squads to reinforce from axis and allied medic bunkers/casualty clearing stations if they have wounded guys there with a cap of the number of wounded (eg, a 1 man rifle squad can reinforce 3 guys at a medic bunker with 3 guys at it. then the casualties are reset and more wounded must be found-the medic bunker now has 0 guys at it).
allow the 57mm to hold fire like how mortars hold fire (it sucks when i send a sniper in and the 57 gives itself away!). flak 88 too.
"Hold Fire" for tanks and infantry, delete the special ability ofthe biritsh, i dont known the name, its a Nebelwerfer firing and kill 2 guys, the 25 puonder atumatically attacks the Nebel.. that makes the 25 the king of the game..
We need combat medics. Have that healing aura with a radius of about 8. Have them have weaker weapons, like Colt 45s. Have the sergeant have that revolver that the Tommy captain has. A squad upgrade would be medkits, to heal themselves. Like that ability that the Wehrmacht have. There would be combat medics for Wehrmacht, Americans, British. Seeing that they have the medic models. Panzer Elite is a quick strike force type of thing. They don't need medics.
Oh, I forgot to add. Have the squad size be 3.
Oh, and about the cost of an infantry squad, if not more. Cost some fuel, because they have to be special ordered to be sent to the battlefield. Maybe have a requirement of the Infantry Doctrine. I know it would have a requirement of Triage Center. For the Tommys, it would be a requirement of their version of that Triage Center. For the Wehrmacht, it would be their medic bunker.
Last edited by bloocobalt; 29th Jun 08 at 12:49 PM.
More macro friendliness:
Make it so that units can be put into different number groups, right now they are either in 1 or 2 or 3 etc, make it so that a unit in group 1 can also be put into group 2. This was in DoW and I wonder why this was taken away from CoH; say I want my main strike force to belong to group 1 while i want to flank with rangers in group 2 and flank from the other side with group 3 etc.
Also make group selection easier, say if I want to select group 1 and group 2 I can just 1+shift+2 instead of having to manually select those units.
Sup! It's kaoS from Electrofish Studios
I enjoy every game Relic has ever made and I look forward to their future titles. Because of this I want to help make the
game better, more balanced, and more fun! So please remember in reading my suggestions that I took time out of my schedule
to put down my thoughts and ideas. So if you have constructive critisizm I welcome it, but I do not want to hear a rant on
why my ideas are bad or if you disagree. You are welcome to your opinion as am I so please remain civil and mature in your
responses. Thanks!
I enjoy every game Relic has ever made and I look forward to their future titles. Because of this I want to help make the
game better, more balanced, and more fun! So please remember in reading my suggestions that I took time out of my schedule
to put down my thoughts and ideas.
From my beta play test experience I am convinced that the British are the current underdogs. All in game statistics will
back this up (they are the least played faction and the lowest on the games won scale).
Following them I would put the USA, PE, then Whermacht.
I think Whermacht are the most balanced of the 4 factions with the exception of some very minor tweaks. So the majority of
my suggestions are directed towards the allied factions.
British:
The British are fundamentally a defensive faction by design, unfortunately the effort to enforce this play style has given
them a horrid early game.
I suggest the following changes to improve their effectiveness and put them back on an even playing field with their axis
counterparts.
I feel the British veterancy mechanic should be changed completely. As it stands now the officers give a nice continental
feel to the British army but it just isn’t practical for gameplay. I would allow British infantry and tanks to gain
veterancy on their own, much like the USA and PE factions. Replace the lieutenant with a lieutenant "upgrade" for 300
Manpower and 30 Fuel which adds an additional man to each squad who acts as a lieutenant. (This would perform much the same
way as the PE leadership upgrade.. I.e. suppress less, higher movement speed for squads, and gain veterancy faster.) Then
to
maintain the British continental battle style of the officers presence I would visually add the lieutenant to each squad
with
standard SMG and berret).
With this change to the veterancy mechanic I would also make changes to the Captain and the Command tank. The captain would
still provide a defensive bonus as he does now but I would give him an ability to "build" a forward HQ. A small fortified
building with Camo netting and an HMG. This building would also allow you to reinforce infantry and offer some level of
protection with the HMG. This should have roughly the same hit points and defense as a defensive doctrine bunker.
The Command truck I would make as a standard Cromwell. Give the tank its gun barrel back. Still only allow one at a time on
the field and allow it to maintain its leadership bonus to tanks around it. The current command tank just takes up upkeep
and burns fuel for the tech to fireflies.
I would lower the cost of British infantry by 50 manpower to 400 down from 450 and slightly increase movement speed in
neutral territory. (Movement speed in enemy territory however should remain slow until the Lieutenant upgrade has been
researched.)
With other factions you can skip certain tiers of the tech tree in order to get to the higher levels of the tech tree (i.e.
Skip Tier 2 to save fuel and build Tier 3) I would not limit the British by forcing them to build the lieutenant upgrade or
the captain or the command truck to build the next tier trucks or the firefly. (for those worried about firefly "rushes" I
would remind you that you still have to build the truck for 65 fuel AND the fuel for the firefly. Not to mention that the
firefly is horrible against AT infantry.
British infantry with the Bren LMG should be given an ability to suppress (much like the USA BAR suppression) which would
help alleviate early flame Pio spam rushes. (Unless the whermacht player uses smoke to cover his advance.)
Mortar emplacements currently do not auto engage targets once they are given the increased range from the artillery
doctrine
tree. They will only fire on targets if they come within the "old" closer range.
Commandos take far too much damage from LMG halftracks, bikes and some infantry. For a 500+ manpower elite infantry squad
they should be more resilient.
I suggest moving the HQ glider to the first slot on the left. Followed by commandoes (for 2 CP instead of 3) then the light
tank glider drop for 2. The right side of the commandoes tree seems fine.
The artillery and engineer command trees seem fine at the moment.
I would slightly increase the accuracy of the 17 pounder AT gun against STATIONARY armored cars. Moving armored cars should
be able to avoid fire as they do now. (currently a stationary AC can avoid the 17 pounders fire 4 out of 5 times)
USA:
The USA faction is fairly well balanced in its tech tree. There are however a few problems with its command trees and
late game armor.
Lower the fuel cost of the Pineapple fragmentation grenade upgrade to 20 fuel.
Lower the fuel cost of the Sherman tank to 75 fuel from 90. And the croc tank to 90 fuel from 110.
Upgrading to the .50cal MG on the Sherman should also increase frontal armor defense slightly, especially against shaped
charge attacks (sandbags) .
Either make the perishing a super perishing 16 point call on par with the King Tiger and Jagedpanther for the sake of
gameplay balance or allow them to be called in as an off map call in without restricting the number of them in game at a
time. Or restrict them to a single perishing but bring its armor and attack on par with the standard tiger. (which is also
a single call in at a time)
Lower the cost of the global armor repair to 150 ammo and the ability which replaces destroyed tanks for a time (cant
remember the name) to 150 ammo.
Airborne infantry are the Elite infantry of the airborne command tree and as such should be more resilient than a standard
rifleman squad. They should come with the same attack power (maybe a little bit less) against infantry as the British
commandoes. As such I would give the squad additional SMG's and increase their damage against most infantry.
Lower the recoilless rifle upgrade on airborne infantry from 125 ammo to 75 ammo.
Lower the SMG upgrade for ranger infantry from 100 ammo to 75 ammo.
(Rangers start as a heavy AT squad with an optional upgrade for anti infantry effectiveness, where as airborne should start
on the opposite spectrum, anti infantry squad on par with commandoes with an optional anti tank upgrade)
Rangers and airborne should both have the smoke concealment ability that the commandoes get.
Infantry doctrine 105mm artillery should be mobile. Once built you should be able to move it around.
USA 105mm arty should also have a "Dig in" ability which turns it into an emplacement (you should be able to pack it up and
make it an emplacement again)
Airborne bombing run should have more high explosive splash damage to ensure everything along the path is hit (much the
same as a creeping barrage)
Greyhound armored car should drop teller mines. Otherwise lower the cost from 50 to 30 ammo.
Panzer Elite:
Over all a well balanced faction in need of some command tree balance.
Scorched earth needs a number of changes...
Scorched Earth players need access to the Hummel for less CP cost and the Hummel should be able to fire sooner given its
limited number of shots fired.
The first ability on the command tree should be booby traps for points AND buildings. (group them into a single ability)
The second ability should be an incendiary rocket barrage similar to firestorm. Maybe also have PE infantry throw 2
incendiary grenades instead of one or a larger incendiary bundled grenade. (It is "scorched Earth" after all. Just sticking
with the theme)
Increase the range of the Jagedpanther by 10% and modify the main cannon sound to be more of a BOOM. Like the standard
tiger. The current Jagedpanther and King Tiger sounds like a light low rumble rather than the immense blast the 88mm cannon
deserves.
Whermacht:
Increase the Knights cross holders squad size to 4 men (lower each individuals HP and attack power by 1/4th to compensate)
Whermacht motor bikes do WAY to much damage to British infantry, this needs to be tuned.
Increase the range of the King Tiger by 10% and modify the main cannon sound to be more of a BOOM. Like the standard tiger.
The current Jagedpanther and King Tiger sounds like a light low rumble rather than the immense blast the 88mm cannon
deserves.
Change the Nebel and the Walking Stuka rocket attack into high explosive damage types instead of incendiary. They are after
all 105mm rockets not incendiary hand grenades.
The officer is currently underused. I would suggest giving him doctrine specific abilities in addition to his current
abilities. If you go defensive doctrine give him a similar defensive bonus as the British captain for the sector he is in,
though not quite as good as the captain.. If you go terror give him the propaganda ability and increase the attack power of
the squad he is attached to, if you go blitz increase the movement speed of the squads he is near? Just some ideas.
Goliath ammo cost should be lowered to 75 ammo. (50 ammo for the demo charge, 25 additional ammo for the mobility factor)
125ammo is way too much.
General changes:
If a unit can place a demo pack they should be able to place it anywhere, like the commandoes. (Not just buildings and
bridges.)
Visually the British and USA artillery projectiles travel far to slow on impact. I would not change the amount of time it
takes for the round to travel to its target but I would make the projectile fall from its arch much faster (you should
only see a quick streak) and delay the projectile slightly at the top of the arch to compensate.
88mm Flak and the flakverling should be built as emplacements (much the same as British emplacements are built)
57mm AT guns, 105mm arty, and nebels, should be able to "attach" to a halftrack for transportation.
Last edited by Zephyx; 4th Jul 08 at 9:00 PM.
I'd like to suggest that 57 mm AT guns and PaK 38 AT guns receive large accuracy penalties against one another. As it is they can kill each other very quickly, which is not their purpose.
Addition to the Logistics for the PE:
When you upgrade for the defensive operations, turn the munitions halftrack into a sort of mobile triage center, (this could be done with an additional upgrade to the Muni HT)
additional options:
Allow that ability on the vampire HT
Or: Make it only in use when the HT is deployed
or make it so that each new one made either takes longer to produce or takes more resources as to prevent spam. Oh and add in Flamers since 1 squad can kill 1 squad of commandos it's OP.
1. In replays, allow the viewer to see "into" all buildings - not just the one of the player they've selected to focus on. By "see into", I mean see what they're building/upgrading.
Could also be allowed in team games, to see what your team-mates are working on.
2. British truck call-in is annoying: you have to tell the truck where it's supposed to go before the HQ truck starts building it. Half the time I haven't a clue where I want my next truck to set up. You have to search around on the map for somewhere that is both in territory and gives you a yellow square. And then, if your preferred location gets captured, the truck just sits at the call-in point.
Suggest making building a truck just a matter of saying "build me a truck", without having to specify a location. Then, when it arrives at the call-in point (it announces itself pretty obviously, so you're not going to miss it), you can tell it what to do.
3. Talking of those yellow squares. British emplacements are a nightmare to place. 10 seconds of jiggling your mouse around to try to get a yellow "OK to place" square, because some horny-handed son of toil has left his tractor/dead cow/random junk lying around.
Here are my ideas:![]()
![]()
1)More use of the MP40 SMG for the Germans
maybe for the Luffawe Ground Force(sorry for incorrect spelling) and Stormtroopers(If you think about it storming in with a bolt action rifle isn't as effective as a MP40 SMG)
2)Maybe some kind of AT defense for USA and wehr like a Light AT bunker for example
3) More effective Rifle Gernades.They are currently VERY VERY in-accurate and should also be made effective against light amour e.g scout cars.
4)Adpatable Camo uniform:for example fighting in the country side infantry should wear brown-orangy camo similiar to the Stormtrooper or the Fallschrimjagers while fighting in Urban e.g Lyon/Lorriane infantry should wear something to match the debre. P.S Fix Axis Uniforms they standout too much.
5) Give most infantry some kind of ambush skill when in cover/buildings.
6) Hide infantry when they are garrsioned inside a building. For example right now when u garrsion a sniper inside a civlian building there the sniper symbol and the building is outlined making him more vunerable to fire then he is when he's outside and cloacked.(a tree is better cover then a 2 story building for a sniper![]()
)
7)4th command trees
these are just suggestions
British
ANZACS
USA
Marine Core
Panzer Elite
Afrika Crop
Wehrmacht
Waffen SS
addtional sides
Russians[Foucousing on low quality but large squad size of infantry say 6-8 man squads with High Quality/Cheap Late Game tanks]
Japanese[Stealth type army that can camoflage most of it forces for mass ambushs with more automatic then bolt action guns but little amount of tank choice]
and as stated in other post
added Stances for units e.g hold ground
viewable Arc of Fire for all units
Increase damage from tank mounted MGs
More use of Aircraft aswell
Last edited by Reafen; 8th Jul 08 at 7:36 PM. Reason: had some ideas
-Clicks Riflemen to attack a Panther-
Riflemen:"Of all due Respect Sir, are you High?"
Hi everyone Im new to the forums.
Aside from actual gameplay tweaks, I would really like to see another expansion. I love Relics single player campaings and would love to keep on playing them.
Right now I think the easiest scenario to feature in a new expansion would be the North Africa campaing. Minor tweaks to Brits and PE and you've got Rommel and the whole Afrika Corps campaing.
However, I'd really love to see some Russian action, and it would be great to introduce a whole new army to the game.
Cheers![]()
I'd quite like to see a new game mode, something like Onslaught (one side defends the Normandy beaches, the other side is assaulting; maybe the defenders start with more units but have less build space and capture points, the attackers have less units but are on a time limit...).
http://www.youtube.com/watch?v=xtSTMYGEyaM
THIS would be actually more scary than the silent whistling sound it uses now.
Same for firestorm.
Now that´s what i call TERRROR!![]()
it would be cool if in multiplayer you could donate built units to your team members but it would cost munitions and fuel (what would be needed to keep the msupplied in real life or something like that). although it would mean that factions didnt realy have their own unit rosters it would be usefull if you were being beaten back and low on resources or you needed your own artillery.
How about Commando upgrades to turn them into SAS?![]()
Beige berets and maybe camouflage ambush and you'd have them.
And perhaps, like MachineSpirit suggested, an historical Attackers vs. Defenders.
This suggestion is about Chat lobby.
As almost everyone of the people who are in fansite - gamereplays.org chat channel has noticed that it is impossible to get a game from there. I would like to have a channel added: Something for solely adveritising your game for people to join in. I believe that doing that would help people a lot in getting their 4v4's. I could imagine that maybe "Fansite - somethingawful" or some other of the usually-empty fansite channels would be deleted and the advertising channel would be put in.
you guys suck, each and every one of you.
The ability to upgrade troops while they are garrisoned. In my mind, it doesn't make much sense that you need to leave a building or other fortification before upgrading your squads' weapons.
Along this same logic, I also think it would be a good idea for you to be able to manually override target priorities that are given to garrisoned troops. This however is more of a secondary consideration because I think overall the automatic priorities work pretty well about 75% of the time.
Ability to garrison allies bunker or mg nests same for ability to garrison allies forward hqs.
Dunno why this isn't implemented in the game already.
If a friend build a bunker and he doesn't have munitions enough to upgrade to MG, but I have a MG Unit nearby I should be able to garrison his bunker for extra protection.
man a bad/unfriendly player button this is similar to the add friend button only this one put a red face next to there name this way if you have bad experience with a player aka In-Game Harassment you can make then so you know for next time with out having to remember there name to avoid them just creating a new account this should be put against the cd key.
-Certainly new game modes like promised in OF.
-Ability to tow AT-Guns.
-More air. Maybe ambient planes flying over the map shooting at each other. Airfield might be to hard to balance.
- Ability to eject from vehicles and other stuff.
- Fix companies like wehr, it still says, ace tiger. Should be king tiger.
- Naval Battles
- Infantry Close combat
- Co-op
- Ability to swap/trade resources with team-mates.
- Instead of stealth tanks, emplacements for them, like netting.
Last edited by djeezes; 26th Jul 08 at 2:10 PM.
#598
Dunno if its been done yet or not, but here goes...
*Add the ability to customize skirmish/online games.
That is to say give folk the options to turn certain abilities or units disabled or on depending on your mood, maybe make some mutators or something so they can change certain physics too, I dunno.
But yeah, I enjoyRTS games that let me really customize my skirmish and online games.
Abaility to abandon vehicles.
Maybe Making a PzIV, the PzIV Needs (I think) 5 Operators, but there will be a option, if you want to make the PZIV ALone, whitout the Crew, and the Survivor Crew will use the new PzIV.
Interceptor Ability. For the Germans and Americans, you will be able to call a "Fighter" wich will patrol the entire map, and if he see a P47, he will kill it.
Maybe a "Morale On-Off" option on the Skirmish - Online options.
Able to use Boats, theres some boats in some maps, you can put a Inf squad and roam the waters, killeng enemy and making raids
Command points allow us to unlock special abilities/units from one of the tech trees, but we still have to spend resources to buy the special units (e.g. Rangers).
The problem is that I find myself not buying many of these tech tree units because in late game it is crucial to go with tanks.
That is a wasted opportunity for using these special tech tree units.
I would therefore like to suggest a similar system to “LotR: Middle Earth II” where the special units/abilities don’t cost anything but they just have a cooling period before they can be summoned/used again.
Actually I have a suggestion for a better way than this method:
You can let players accumulate XP points (a new resource) according to certain achievements.
Players can then buy special tech tree units by either XP points OR Resources.
This will allow players that prefer normal units (over special tech tree units) to buy the special tech tree units with XP points they accumulate over time.
When I play “LotR: Middle Earth II” it is always fun to summon those special tech tree units for free.
Doing so with XP points will also be fun to do because players would feel they are getting extra free units.
There are currently 1 users browsing this thread. (0 members and 1 guests)